Exporting fbx animations to ue4
You have three ways to control how animations are exported in FBX:


NLA Strips and All Actions disabled: only 'active' actions in scenes will be exported (i.e., actions assigned to objects/armatures/etc.).
All Actions enabled: all existing actions are exported for all compatible objects (because there is no way by default in Blender to restrain a set of actions to a specific object).
NLA Strips enabled: each strip of the NLA of each object is exported as a single action. This is the best way to get precise control over which action is exported for a given object.


As for orientation and armature issues, this is a well known issue of current code (at least with UE4, for some reason Unity seems to work much better), which is being investigated - it is still completely unclear whether issue is in UE4 reading code, or Blender writing code, or both…